Project 5.5
Version 3
Preface
The D&D 5.5 project is a large collection of variant rules for 5th edition Dungeons and Dragons, meant to act as a “vanilla plus” modification of the original system and as a compendium of the majority of material released for the original system over the past few years. It includes numerous fundamental changes to the original rules, and is partially backwards compatible with the original system and subclasses.
I do not claim to own ideas and rules presented in the original 5th edition material, nor do I claim any of the art presented. This is unofficial fan content permitted under the Fan Content Policy. All credit goes to Wizards of the Coast and artists’ whose works are used, the latter of whom are credited directly on pages where their art appears or at the end of the document where their work appears.
Playtest Material
These variant rules are to be considered major modifications in playtest. They are not official in any capacity, nor are they necessarily complete or balanced. As new updates and fixes are made, they will be added to this doc and its subsidiaries.
Backwards Compatibility?
Many of the rules here, especially classes, were changed to fit the balancing of the 5.5 project, and are not backwards compatible with the original system as they are currently written.
The races and subraces, renamed here to Ancestries and Heritages, are mostly compatible with the original system, but may interfere with balancing.
When using this system, especially with 5.5 classes, it is recommended to use all applicable 5.5 rules instead of the original content for a given item, if available. For example, if you were to play with the 5.5 rules for the Fighter class, a subclass from Tasha's Cauldron of Everything may not be easily translatable to the new progression system.
Can't Find a Rule?
If a rule from the original 5th Edition D&D is not present here, then it is either unfinished or it is material with too few or no changes that warrant a revision. Until a revised version of a rule is made, the original version is recommended.
Mistakes, Feedback, and Questions
If you find a mistake in one of these docs, you have a question about one or more rules presented here, or you have feedback you'd like to give about anything you find here, please contact @esteban_7581 on Discord, or /Scared_Carob771 on Reddit!
A Note on GM Binder Links
This document and its sublinks are updated often. When an update releases, some links may not show the updated page upon opening them if you had previously opened that link. To fix this, simply reload the page. If that doesn't work, then there is either a delay before the link fully updates, or I improperly updated the link.
Additional Links
Player's Handbook
Ancestries
The following ancestries are available to be played in Project 5.5. They are sorted into four categories: Common, Uncommon, Rare, and Prestige. Common will likely be allowed in most games and in most worlds, with those ancestries usually comprising the majority of society. Uncommon ancestries may be harder to find, and Rare ancestries may be much harder to find; you should ask your DM if you can play one of those ancestries.
Prestige Ancestries
Prestige ancestries are ancestry options available to one or multiple ancestries. They are usually gained at later levels, when a character might meet their prerequisites. You must always build your character using a Common, Uncommon, or Rare ancestry before you can apply a Prestige ancestry (For example, you must make your character a Human before they can Prestige into a Dhampir).
When you meet the prerequisites for a Prestige Ancestry, you can choose to gain it in place of a Feat. When you gain a Prestige Ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the Prestige Ancestry and your base ancestry, you take the version of the feature in the prestige ancestry unless specified otherwise.
Some ancestries can also be played as Prestige Ancestries (such as Shifter, for example), and some have Prestige ancestries for specific ancestries listed on their document (such as Fledgling, for example). The rules for these specialty Prestiges are written in a dedicated note on that ancestry, and are labeled here with a " P ". If an ancestry has a " P+ ", it has multiple Prestige options.
Ancestry Traits
Ability Score Improvement. Ancestries each grant a basic improvement to your ability scores. In most cases, you gain a +2 bonus to one score, and a +1 bonus to another score, with few exceptions (namely Human) .
Age. Each ancestry has a suggested lifespan that you might incorporate into your character's backstory and characterization.
Alignment. Each ancestry has a brief description of the general alignment of a typical member of that ancestry in regards to cosmic forces of good, evil, law, chaos, and neutrality. Certain spells, creatures, and magical effects might funciton differently depending on a given creature's Alignment, but your Alignment is mainly used when determining your character's religion, afterlife, and how they interact with creatures of different alignments..
Creature Type(s) Each ancestry (and some Heritages; see below) are associated with a certain creature type or types, such as humanoids or fey, that determines the effectiveness of certain effects (such as spells).
Size. Each ancestry lists the general height of a typical member of that ancestry, as well as its size category or categories.
Speed. Your ancestry determines your base walking speed, as well as any other speeds you might have.
Special Features. Your ancestry, as well as your Heritage (see right), grants you special features unique to your ancestry (or unique amongst a group of ancestries, such as with Darkvision).
Heritages. Certain ancestries have Heritages- more precise subgroups within the broader ancestry. Members of a heritage have the traits of the parent ancestry in addition to the traits specific to their heritage. Heritages might categorize broad groups of similar folk under a common ancestry, or perhaps group the more minor variations of a single defined ancestry as heritages. Halflings, for instance, vary only slightly in their heritages compared to Saurians, whose heritages are nearly entirely different from each other.
Classes
The following classes are available to be played in Project 5.5. They are sorted into three categories: Common, Uncommon, and Prestige. Common classes will likely be allowed in most games and in most worlds, with those classes likely being somewhere within most societies. Uncommon classes may be harder to find; you should ask your DM if you can play one of those classes.
Prestige Classes
Prestige classes are highly specific class options available to one or multiple classes. They are usually gained at later levels, when a character might meet their prerequisites. You must always build your character using a Common or Uncommon class before you can apply a Prestige class (For example, you must make your character a Barbarian before they can Prestige into Multiclass). When you meet the prerequisites for a Prestige Class, you can choose to gain it in place of a Feat. When you gain a Prestige Class, you gain a level in it instead of your current class and subclass, and can choose to gain levels in either your base class or prestige class each time you gain a level.
Class Traits
Hit Dice. Your class determines what hit dice you gain. You use them primarily when you take a short rest.
Hit Points. Your class determines your starting hit points and the amount of hit points you gain each level.
Starting Proficiencies. In addition to those gained from your Ancestry, Background, and other sources, your class grants you proficiency in certain saving throws, skills, armor, weapons, and tools.
Equipment. Your class grants you specific starting equipment typical of members of your class.
Class Features. Your class grants you certain core class features that determines how your class plays, such as a Barbarian's rage or a Wizard's spellcasting.
Subclass. Each class offers a number of subclasses, class options that change how the class plays in varying amounts. Each class's subclasses has a different name based on their theme- a Barbarian has Paths, Bards have Colleges, Clerics have Domains, and so on.
Dungeon Master's Guide
Combat
The first pillar of gameplay in Dungeons and Dragons is Combat, a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. This section covers the basics of running combat, as well as different methods of running combat and effects that modify how combat works.
Roleplay
The second pillar of gameplay in Dungeons and Dragons is Roleplay- social interactions that affect character's reputation and test their abilities through live play. This section covers the basics of roleplaying, as well as different mechanics you might utilize in your roleplaying.
Exploration
The third pillar of gameplay in Dungenos and Dragons is Exploration, the time spent traveling between points of interest discovering curiosities and exploring the wilderness. This section covers the basics of running exploration, as well as detailing standard ways of running common environments.
Between Adventures
When the adventure comes to a break, characters might spend their Downtime recovering from the adventuring life, make social connections, or enjoy personal vices. This section covers a number of things that characters can do between adventures.
Magical Curiosities
Magcial curiosities are the objects of pursuit, be they powerful artifacts, secret rites, or simply the potions purchasable at the local apothecary. This section covers a variety of these objects of magical interest, including magic items, spells, and how to design for both.
Monsters and Encounters
Monsters and other encounters are the fundamental building blocks of Dungeons and Dragons. None of its pillars of gameplay exist without some form of encounter, be it the social encounter, a perilous fight against powerful monsters, or environmental hazards in the wild. This section broadly covers monster and encounter creation.
Miscellaneous Goodies
A few other things may be necessary for your campaign that don't fit into other categories. This sections covers a variety of optional things you might add to your campaign- or possibly even center your campaign around.
Monster Manual
Wildlife
Sample Organizations
Organizations are yours to create. Not all or even any of the following organizations are required for a given world, but could exist if the DM decides. If not, perhaps they inspire organizations of your own.
Level 1-20 | The Mystic Order
Psions of the world gathered in monasteries and institutions of discipline and learning.
Level 3-8 | Order of the Black Rose
The hidden bane of cities, pulling the strings from the shadows to achieve their insidious goals.
Level 5-12 | Saurian Houses
Wildspace is plagued by the space piracy of the saurian family houses who use dirty, underhanded tactics to satisfy their greed.
Level 10-20 | The Undying Evil
A conclave of immortals orchestrating the inevitable end of all deities.